Games and Simulations Reading Notes: Emotions and Affect in Games December 11, 2008
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Electronic Arts advertisement from the early 1980’s asks, “Can a Computer Make You Cry?” brings up an interesting idea about artificial intelligence and emotion in video games. When I watch a movie that is touching, delivered through live action and a narrative that I can connect with, there is a chance that a lump may develop in a my throat if the main characters are facing death. This also happens when something in the movie makes me reflect back on something in my own life that I can connect with.
In video games, I have never had this experience. I have been frieghtened or startled by actions in the game, but have never felt like I would cry. I think this is because the graphic capabilities in even the best games don’t fully represent the characteristics of human life as well as live action footage does. Many games I play also take place in a fantasy or science fiction world. Since I don’t live in that world, I can’t connect with it or the characters on an emotional level. Perhaps as graphics move toward real life accuracy and if I play more games that I have real world relationships with, this will change.
Games and Simulations Reading Notes: Cognitive Design Considerations October 29, 2008
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The Egenfeldt-Nielsen article read more like a blog post than an journal article. Perhaps it was a language issue, but there were run-on sentences and some misspellings. I liked the discussion of learning 1-3 and how Counterstrike starts off with zero learning in the beginning. This is how a lot of 8-bit learning games were. You would wander around and through trial-and-error(learning 1), learn to play the game.
The Jan L. Plass, Bruce Homer & Elizabeth Hayward article was a nice summary of all the multimedia design principles that Mayer, Rieber, Schnotz have set forth for us. I did appreciate the neural discussion in the beginning as we continue to base multimedia theory in biological facts. One new theory that I don’t remember hearing of was the guided-discovery theory. It is a nice fusing of constructivist discovery learning with more cognitive, goal-based approach. I agree whole-heartedly that simulations can do a nice job at this if done well.
Nick Fortugno and Eric Zimmerman offer great insight to me as I struggle to introduce gaming to the administration at my school. I like the distinction they drive home that in the end, games are games. They should be fun and a lot gets lost when you try to do too much with them — such as include letter writing campaigns to congress. I also liked how they talk about the difficulty level of creating games. I have heard a lot of my students say or attempt to go into game design schools thinking it will be all fun and games. They even forgo four year schools in favor of game design trade schools thinking. This article would be an excellent resource for them.
R&I Reading Notes: Random Sounds October 28, 2008
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This weeks readings loosely tied together some technological implications on the use of sound.
How do you use sound to create a video game for blind people? This article was interesting and the thought of designing such a game seems extremely challenging. It seems like a noble effort and it would be fun to play around would introduce a new arena of game play – even for non-blind gamers.
Listening to Raymond Scott’s songs on iTunes and reading about his works with electronic music machines brought back memories of old cartoons and made me wonder what it was like to create hardware back in the 50s. All those wires and vacuum tubes. All done away with when the transistor and microprocessor were invented. I think I am going to dig out the theremin and show my students and even download the app on my iPhone and have them compare and contrast the two. Maybe we can then listen to some crazy 1950s electronic music from old radio commercials.
What struck me about the Ong article was how he cited Plato’s argument against writing is the same as today’s arguements against computers.
How Video Games Teach Users To Play:A Look at the Learning Stage Grounded in Learning Science Theory December 12, 2007
Posted by mvalia in Uncategorized.Tags: NYU, trends, video games, Zelda
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Below is the final term paper I wrote for my Cognitive Science and Educational Technology course at NYU in the Fall of 2007.
For many, the experience of purchasing a new video game or receiving one as a gift is an exciting one. Most games worth playing have much anticipated release dates that are often delayed as software developers tweak their code in an effort to make games perfect. Gamers read magazines, search websites and even place pre-purchase deposits at their local game stores to make sure they get a copy when games are released on that special Tuesday. When the day finally comes, gamers rush home, take a day off work or school and dive into an immersive world of entertaining play.
Once the game is loaded and a player’s character or file is created, the gamer, whether or not they want to, must embark on the same journey—the learning stage, where the game teaches its player how to play. Today’s complex, three dimensional, high-definition commercial video games must teach users about the controls, maps, characters, storyline, history and outline goals and missions. The genre and intricacy of the game should determine the complexity of the learning stage, but should include solid teaching methods to ensure even the most novice user will be able to move on to more advanced levels and ensure growth in an industry that sold $7.4 billion in games and consoles in 2006 according to the Washington D.C. based Entertainment Software Association.
But what methods do game designers employ when designing these “learning stages” of video games? Do designers haphazardly place objects, characters and instructions to teach gamers how to play or is there evidence of instructional design based on the theoretical research of the learning sciences? How have learning stages changed as advancing technologies have made graphics and storylines more complex? Can the suggestions of the theoretical history of the learning sciences make learning stages of video games more effective?
To answer these questions, I will explore the learning stages of one video game franchise, The Legend of Zelda, produced by Japanese video-game company Nintendo. With titles on all of Nintendo’s seven gaming consoles, the franchise consists of 14 games dating back to its first release, The Legend of Zelda in 1986 to the latest title, The Phantom Hourglass in 2007. The franchise has sold 52 million copies according to a July 2007 press release on Nintendo’s website making it the 8th bestselling video game series of all time.
Each of the 14 titles revolves around the traditional “save the princess” and “defeat the forces of evil and darkness” motif set in a fantasy world of monsters and spirits. Each game involves the same protagonist, a legendary male hero named Link who must rescue the princess Zelda. Dressed in a green hat and tunic, Link discovers as a boy that he is the chosen one; he collects items and powers and explores dungeons and defeats enemies all leading up to a final confrontation with the main antagonist who captured the princess and sank the land into darkness. Even though each title exploits the same characters and storyline, the learning stage of each game has to adapt to the new technology, game platform, and overall game design as many titles shift the perspective of how the user goes through the game.
For the rest of the article, please visit the my website: http://www.matthewvalia.com/zeldalearningstages